Battlegroup Kursk – capsule review
Battlegroup Kursk
Originally posted on Facebook but repeated here, since I intend to do blogpost on the first Battlegroup Kursk game I played later.
The Good:
- It’s quite simple to use models based for Flames of War (FoW) with the Battleground Kursk (BGK) rules.
- You get a variable number of orders each turn and can use reactions orders during the opponent’s turn
- Area Fire & Pinning: all units can either use Area Fire (to pin) or Aimed Fire (to kill) and pinning the enemy has a direct influence on the outcome of the game.
- Artillery can be bought as on board units or off board units. It is also possible to buy timed and/or preregistered bombardments and air strikes.
- Supporting units such as Forward Observers, ambulances, dispatch riders, etc. have an important role to play.
- Morale: both unit and battlegroup (army) morale are nicely done and the latter even slightly simulates fog of war.
The Bad:
- The term “unit” is not defined in the rules but has to be inferred from examples.
- You need to keep track of ammo for all armoured vehicles, split between AP and HE.
- The army lists are not the clearest and they only cover the troops that fought at Kursk.
The Ugly:
Nothing so far.
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